Boeroer
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Viewing Topic: Bloody Spellspeak
Everything posted by Boeroer
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[CLASS BUILD] Regenerating Dwarven Wall
Ouh - weird behaviour. Thanks for testing.
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Thoughts on my current party composition [PoTD]
You will have to describe your party members a bit more - what role they fulfill for example. A chanter can be played in different ways for example. You have a priest and a wizard. So you're on the save side when it comes to buffs, CC and damage dealing. Three guys as frontline is also good. I mean two fighters seem to be a bit redundant, but that's not a real problem. PoTD is especially tough in Act I until you finish Caed Nua, then it all gets easier. So it's not uncommon to encounter some difficulties when you reach Caed Nua. Your party composition (concerning your classes) is definitely viable. Maybe you just need to expoit their strengths more. For example a chanter would never be my go-to CC guy. They are great for sustained support and healing and for tanking and also very, very good for AoE damage after lvl 9+ - but since their CC always comes quite late in encounters they are not my preferred CC guys. I'd always use them for support and damage instead. On the other hand, two fighters with high INT, Disciplined Barrage and Knockdown + Bonus Knockdown can be pretty great as CC team. Disabling 6 times per encounter is neat.
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Dual Flail Pala
He can always switch to an estoc/pollaxe or a any soulbound or Firebrand, I guess. It's not that those flails are glued to his hands.
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New Player seek advice for tanky monk
Right. +0.3 crit modifier for a high ACC monk is great. Torment's Reach cone's damage and also Battle Forge profits from this quite a bit. Especially at higher levels, when the base damage of Battle Forged is pretty high, empowered crits (through Doemenel) deal a ton of damage. If you want to go all the way with crits you can also use annihilating weapons (like Resolution, Purgatory, Shatterstar or Rumbalt or Firebrand or whatever) and also wear some gear with +0.1 (Azalin's Helmet for example) and pick Dungeon Delver with another +0.1 - you will actually have a crit damage modifier of +1.5 instead of the plain old 0.5. It's awesome. You people should try all that with Firebrand, Turning Wheel, Lightning Strikes and Scion of Flame, paired with Enervating Blows. Crits from Firebrand and also Battle Forged are so powerful with this setup. +2 DR is cool for a pure tank - but it's quite boring, too. Besides that monks can have Iron Wheel.
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Eyeless? more like Useless! Fighter + Darcozzi combo
Yeah.. I actually agreed to that.
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Weapon choices
I think because it's weird to use badages on a metal golem. Same resaon why she can't use food. Although some food would work if I were the designer - like oil (+2 DEX). Maybe they just forgot Wound Binding, who knows. Since I never take both talents (only sometimes for testing purposes) it's not a thing for me.
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Community Bug Fixes
I like it - I mean sending OBS the fixes if they agree. Aarik D should be the go-to guy. Please also fix Take the Hit (mind controlled enemies will transfer 50% of their received damage to the fighter (1) - even if mind control ended this will not stop (2)). It could be discussed if Take the Hit should work on mind controlled enemies at all (1). But (2) is just stupid and has to go. Funnily enough I quite like the wounding (Runner's Wounding Shot/Enduring Flames) mechanic. It's weird but I like it that you can build a 1 INT who is somehow viable. It's just stupid that higher INT redices the damage of Enduring Flames because of DR.
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Weapon choices
That is not right. The Devil of Caroc can be healed like anyone else - she only can't use food, drugs or potions. For example: give her Veteran's Recovery or use Lay on Hands on her and you'll see that she heals like any other character. I'm talking about healing endurance here of course. But even health can be regained via Woubd Binding or Field Trage. Not with a potion of Infuse with Vital Essence though. I'm talking about health, not endurance. Field Triage doesn't work on the Devil. That's right. Wound Binding works, but Field Triage doesn't. I recently used Wound Binding on DoC and just assumed that Field Triage would work as well, but that has the restriction "(not Vessel)" which I simply forgot, sorry.
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[CLASS BUILD] Regenerating Dwarven Wall
Nope, I prefer wizards (Blast) or barbs (carnage) for interrupt builds since those work in an AoE - which is much more effective. The wizard will cast Expose Vulnerabilites and I will also use a chanter with the -10 concentration chant and the Wind's Arm. The wizard may also cast Miasma. The barb would use dual hammers (Shatterstar + Godanyhunyr). All in all total overkill. A druid with his pulsing CC spells like Wicked Briars for example can also be an annoying interrupter. My second row pike fighter was using a pike obviously (Tall Grass). With a reach weapon you don't get attacked that much in the second row but can still do nice CC like Knockdowns (4 per encounter with Bonus Knockdown and Girdle of the Driving Wave) and with the overbearing enchantment on Tall Grass. Also added lots of INT in order to make the AoE of Take the Hit really big and also to let Knockdowns and Disciplined Barrage last very long. And of course Constant Recovery is better with high INT. Also great for Clear Out which is bad with 10 INT (or lower) but really nice with ~20 INT. Because he didn't get hit a lot he could dump RES to 3 and wear light armor (Take he Hit does raw damag anyways) What I didn't test is if Triggered Immunity workd with Take the Hit's raw damage - meaning if you catch a 10-dmg-raw hit if if canceles further damage from Take the Hit.
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[CLASS BUILD] Regenerating Dwarven Wall
Eh, sorry. Now that I read it again I see that my post was ambiguous. I didn't mean it in that way. I meant: since it has some features of my old build - and those worked pretty well back then - I assume that this one is viable, too. Sorry again if it came out the wrong way. Anyway there's no rule that you can't post builds which look a bit similar to others. If this build gets rushed by or not is not so important as long as he absorbs half of all party damage via Take the Hit. Combining self heal with Take the Hit on a char who doesn't get damaged much by enemies is pretty smart. With potions of Infuse of Vital Essence this guy can absorb tons of damage for his crew without resting. I did the same with a second row pike fighter and it works really well. But once you use any form of mind control (I had a cipher and a wizard) it turns against you so hard that I didn't finish that build.
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Dual Flail Pala
Ah, he said. Well, actually lozturk only said he tried the graze-to-hit conversion on dragons and the abbey guys solo.
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Weapon choices
Solo is a different story of course. Since I'm lazy I don't want to reload all the time and thus always pick the appropriate weapon and also use all kinds of consumables and summons.
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Dual Flail Pala
Who said this is supposed to be a solo paladin?
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[CLASS BUILD] Regenerating Dwarven Wall
Just a tip: Take the Hit is heavily bugged. Never use mind control abilities/spells when you have a fighter with Take the Hit in the party. The flipped enemies will transfer a lot of damage to the fighter and this will not stop when mind control ends. Apart from that problem this build looks a bit like my old engineer build (at least the healing part and also parts of the equipment): https://forums.obsidian.net/topic/83612-class-build-the-engineer-shocking-dps-fighter-artillery-tank/
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Basic Wizard Build Questions
You will have Alacrity - cast that first and don'r care about DEX too much then. It won't shorten the casting animation, but the recovery time will be very short. It all depends on your party composition though: if you have a priest with Inspiring Liberation and a Paladin with Zealous Focus for example (and you don't care about causing interrupts) you can easily get away with lower PER and put more points into DEX or whatever suits you. You can meet a large group of pale elf wizards from the White that Wends in the (late) game. They have another name (forgot the exact denomination), but they are wizards. there are also paladins and priests, barbarians and all kinds of classes. And there's another group of them in the White March - don't know exactly if those are from the White that Wends though.
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Weapon choices
That is not right. The Devil of Caroc can be healed like anyone else - she only can't use food, drugs or potions. For example: give her Veteran's Recovery or use Lay on Hands on her and you'll see that she heals like any other character. I'm talking about healing endurance here of course. But even health can be regained via Wound Binding or Field Triage. Not with a potion of Infuse with Vital Essence though. Why that? This will not make him any more defensive or sturdier. He will not even be able to kil the enemy faster because the switching will cause a very long recovery. Better to switch to a hatchet + shield setup since those deflection bonuses will be applied instantly after switching. Edit: corrected the wrong statement about Field Triage.
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20% Attack Speed Bonus from Nature's Bounty Being Suppressed by 15% Attack Speed Bonus from Spell Tongue
The rule that weapons' enchantments stack with everything is only true for passive effects. The speed buff from spelltongue might be implemented in a way that it's considered an active, more spell-like ability that belongs to a certain group of speedups which suppress each other (like Disorienting on hit or Overbearing or Interfering). At least it has a duration and all. BUT I remember that it stacked with everything when WM came out (it also accidentally gave +90% speed back then) - so it might well be that it got reprogrammed and nerfed so it doesn't stack with everything anymore. Or it's a problem with Nature's Bounty - although a speed buff from potions never stacked with any other spell-like speed buff. However: a weaker effect should never suppress a stronger one. This has to be a bug then.
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Eyeless? more like Useless! Fighter + Darcozzi combo
I don't blame anyone. It's a natural thing that you find the things easy which you practiced a lot and which you know in and out. For me it's fun to do things like stacking ACC to the max or stacking defenses or damage per hit or whatever - even if it's not always that practical in most situations (because it takes time or may be complete overkill). I mean the game itself doesn't hold any surprises after you play it twice or thrice. It's this tinkering with the mechanics that lets me play it over and over again. And I really like the Redeemer. Especially on a barbarian with Blood Lust it's so much fun against vessels. Abydon's Hammer is nice and all but I usually pick that one up so late that it doesn't matter anymore. I really like weapons with truly unique features that you can find in early to mid game.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)No they can't. Only the ones you put there. The normal traps can only be triggered by the player. And same vice versa: you can't trip your own traps.
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Or you pick a female godlike of course...
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Eyeless? more like Useless! Fighter + Darcozzi combo
Eh? You can combine those - they stack. Flanking + Disciplined Barrage (fighter) + Devotions + Inspiring Radiation (priest) + Marking + Marking + Coordinated Attacks + Inspiring Liberation (darcozzi paladin)= +100 ACC for the fighter. This turns even dragons into easy prey. Give the fighter an overbearing or stunning weapon (or both) and no enemy will get up again... Edit: Ninja-Torm!
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The Ultimate (softcore) as... druid?
You should get that shield from the Drake in lvl 5 of the Endless Paths and fetch Blaidh Golan from Caedman Azo in the Sanatorium at some point. Both have the preservation enchantment (+50 to all defenses when stunned or prone) and they stack (because one is a weapon/shield). Sometimes it doesn't trigger, but most of the time it makes you untouchable if you sit down or get stunned.
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Eyeless? more like Useless! Fighter + Darcozzi combo
No idea. Why would I even use the Redeemer against non-vessels?
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Dual Flail Pala
Ryona's Vambraces + Vulnerable Attack will give you 8 DR bypass which is OK then. You can even shove the Devil of Caroc into the Blood Pool and make it 9 DR bypass. If you have a wizard in your crew he can add Expose Vulnerabilities and you're at 14 which should really be enough. I would not replace Enduring Flames. It's a great talent when you have low INT. And even better in this case: it doesn't care about weapon damage.
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The Ultimate (softcore) as... druid?
As I said: boar has a regenerating effect which also works with healing bonuses and stacks with Veteran's Recovery and Shod-in-Faith boots. It's not superstrong but it helps a bit. Besides that, boar can reach the same DPS as the cat form because his tusks are wounding. Depends on enemies' DR though (high DR: boar's better, lower DR: cat's better). The boar also has the "advantage" that he has two passives instead that one stupid 1/rest ability.